This build uses flicker strike for its insane clear speed, as well as molten strike when you need to smack a big bad around. The build goes anywhere, does anything (including Uber Elder and Uber Atziri), takes huge punches and dishes out even bigger ones.

To complement our fast clear and boss melting, we ascend to both Juggernaut and Champion, giving us the ability to cling to life even in the worst possible conditions.

It is worth mentioning that this build is primarily for players who want to play a jack of all trades type of character. While the clear speed, single target damage and survivability are very high, other builds will beat it (but not by much) in specialized functions. More videos are at the end of the guide but I want to leave this Turbo ghosted Minotaur run here, as it demonstrates general build capability.

I've had too much fun leveling this build to 100, and it would make me very happy to see others have just as much fun with it. So without further ado...

- Lots of backtracking to pick up loot.- Little control over where flicker strike brings you. Delving with flicker strike is not recommended. Use molten strike to safely clear delves, details below in gem section.- Playing flicker strike with more than 100ms feels horrible. -Endgame character optimization gets expensive. The build performs well in 99% of content on just a few exalts, but to create a truly OP character takes a large currency investment (16-20ex). Optimizing further beyond that gets even more expensive. -Using flicker strike will violently shake your screen. Some people find this very uncomfortable to look at. Please watch videos before deciding if this build is right for you.

-- Primary Skills --

- Flicker strike:

Spoiler

Flicker Strike will teleport you to a random target and attack them. While flicker has a somewhat lengthy cooldown time, this cooldown can be bypassed by expending a frenzy charge. Luckily for us, frenzy charge generation is cheap and easy with the unique weapon - Oro's sacrifice -

All we have to do to sustain flicker strike forever is to ignite a target, which we do by using the support gem - Combustion - linked to our flicker strike setup.

While you may be asking yourself why not just use flicker strike for everything, the cold hard truth of the matter is that while using flicker strike on a single target looks really cool, the damage is pitiful compared to other skills.

Every swing with molten strike will spew forth a torrent of balls of fire. The vast majority of molten strike damage comes not from the original melee hit but from the river of death balls which follow. Not only is this ability overtuned compared to the vast majority of other available skills, but GGG has provided us with many ways to increase the quantity of death balls created by molten strike.

Examples of ways to increase projectiles:

While the flask and helmet enchant are very expensive, molten strike is so busted that they are actually not needed for endgame bossing (still very helpful to have them).

Each of these gives respectively +30% chance to dodge attacks and spells, making us much harder to hit.

- Point Blank:

The magma balls fired by molten strike are considered as projectiles, which allows us to abuse the passive skill tree node "point blank", which increases projectile damage by 1.5x more if we are at close range.

Since we are always at close range when using molten strike, we always get near maximum benefit from this keystone.

- Elemental Overload:

Elemental Overload alters the effect of doing a critical strike. It completely removes extra damage performed by critical strikes, and instead grants 40% more damage if we have performed a critical strike in the past 8 seconds.

Since our attack speed is very high, elemental overload is almost always active even if we have low critical strike chance since we hit so many times. It is recommended to get a small amount of critical strike on gear to make elemental overload easier to maintain.

--------This part of the guide is for level 1 to 67--------

- Gems:

Spoiler

Flicker strike only becomes viable to use at level 67 when we can equip the weapon Oro's sacrifice.

To get to level 67, we will be using molten strike linked with Added fire damage support, elemental damage with attacks support and ancestral call as our primary damage ability.

Link molten strike (quest reward for killing Hillock on the beach) with ancestral call ASAP (reward from optional quest "Mercy Mission"). You can do this as soon as level 4 and it makes life significantly easier for our baby scion.

For passive buffs while leveling, use Herald of ash and Anger

Decoy totem will be extremely helpful for bosses. It is received from the quest "Breaking some eggs" in act 1.

At level 38, change the added fire damage gem out for a multistrike support gem in the molten strike setup.

The only other gear worth mentioning is the threshold jewel "Wildfire". This jewel is really overpowered for leveling and highly recommended.

If possible, buy one from other players as soon as you can - they are very cheap. If for some reason you can't trade with someone else (league start, SSF), the quest in act 5 "Death to Purity" will reward you with a wildfire.

Level 67 is a big level for us. We finally get to use Oro's sacrifice and start using flicker strike.
Please note that at this point we refund the skill points "Wisdom of the Glade" and "Mana flows", as they are no longer needed.

If you feel that you don't have as many skill points as the trees above, typing /passives in the chat box will show you any missed story quest passive points.

Once you get to level 67 and start using the weapon Oro's sacrifice, it is really important that you socket a "Fireborn" Jewel in the duelist start area. The endgame gear section goes more in depth on where to put it.

Really important passives that are easy to miss:

If you're having trouble with mana:

Spoiler

Make sure you have this passive skill point! It's in the bottom right of the skill tree and it is easy to miss.

If you're having trouble with damage:

Spoiler

Molten strike damage comes mostly from projectiles! This passive point gives you 1.5x more damage, make sure you don't miss it.

Bandits: Kill all

Pantheon:

- Major:

Soul of Lunaris

- Minor:

Soul of Tukohama

Ascendency:

We take the Juggernaut and Champion ascendency before taking Path of the duelist

Allows us to always be at max frenzy charges. It also gives us culling strike on all of our attacks (target is instantly killed if they are below 10% hp)

Amulet: Impresence (fire version)

Spoiler

Combined with the passive "Whispers of doom" which grants +1 to the maximum number of curses on an enemy, this amulet allows us to use both the flammability and enfeeble curse on top of anger aura. This setup is impossible without the Impresence amulet, as over 100% of mana would be reserved.

The amulet also has decent stats, and maddening presence (-10% less damage dealt by enemies) provides yet another layer of defense.

Budget Amulet:

Packs enormous punch for its cost. It is a super common prophecy that is easy to complete so please don't pay more than what the prophecy is selling for. The prophecy is called "Blind faith" and requires killing the "Haunted mansion" map boss (Tier 6 - he is easy) while in possession of another amulet called "the Ignomon".

To get maximum benefits from the effigon it is critical to also use an abyss jewel with the mod "% chance to blind enemies on hit" like so

Using molten strike on a single target will keep them permanently blinded since we hit so many times a second, allowing us to reap the full benefits of the amulet.

Q: Is Xoph's blood good for the build?

Xoph's Blood is not recommended due to the high dodge and evasion chance the build obtains. Getting high uptime of Xoph's powerful "covered enemies in ashes", which only lasts for 4 seconds, is quite difficult to achieve especially while mapping.

Gloves: Any rare with "# to # added fire damage against burning enemies"

Spoiler

A pair of gloves with "# to # added fire damage against burning enemies" from incursion league is optimal. They drop from T3 chest rooms in the final temple Alva gives you to explore.

Since the monsters we hit are always going to be ignited, we are always under this benefit. Attack speed on gloves is also highly recommended.

Q: What's the best glove enchant? Glove enchants are pretty worthless. Best one is "of spite" for the chilling ground effect which will slow everything in it by 10%, but it isn't worth trying for.

Boots: Atziri's Step (with enchant / corruption choices)

Spoiler

These bad boys will give a fat chunk of evasion which gets amplified in effectiveness by the enfeeble curse, and bring our total spell dodge chance all the way up to 46%.

They're also surprisingly good for Shaper and Uber elder, allowing us to eat tons of balls and icicles and not really feel the pain.

2) "10% elemental penetration without killing recently" - This one is rare so will likely be expensive, it's the best one for bossing by far.

3) "Adds # to # fire damage if you have killed recently" - Due to the difficulty of syndicate encounters as well as all the trash monsters which spawn during them, this will give a powerful boost in a place we need to be strong.

5) "8% chance to dodge spell hits if you've taken spell damage recently" - The more spell dodge, the better it gets. Essentially reads as "If you've taken spell damage in the last 4 seconds, reduce the average amount of incoming spell damage by 15%.

6) "Regen 2% life and mana if you've been hit recently" - Good but other options give more power.

7) "10% increased movement speed if haven't been hit recently"

Since there's only 15 boot enchants and "% ele pen without killing" is the only rare one out of these, just doing one lab yourself with a "twice enchanted" prophecy gives a really good chance to hit one of them.

Helmet: Any rare or Starkonja's Head with +2 molten strike enchant

Spoiler

While Starkonja's is an excellent fit for the build, giving huge evasion which gets amplified by the enfeeble curse, life, critical strike and attack speed, the actual helmet does not matter much.

What matters the most is the +2 Molten strike projectile helmet enchant. Yes, it is very expensive but it cannot be stressed enough how broken this helm enchantment is. Since it brings the total number of molten strike projectiles fired from 5 to 7 (assuming we are using a wildfire threshold jewel), it is a 1.4x damage multiplier on our molten strike. This is by far one of the biggest damage upgrades we can get our hands on.

That being said, the enchant is actually not needed to do endgame bossing. At the end of this guide there are numerous videos of budget Shaper and guardian kills, this enchant is not used in any of them.

If Starkonja's is out of your budget, a rare helmet with +2 molten strike enchant is a great substitute.

-- How to get a budget +2 molten strike helmet --

With the release of fossils many people have started running services where you essentially pay them to make a random mirrored rare copy of a white +2 MS helmet which they have. This is by far the cheapest option to get a +2 helmet, but the results are very unpredictable. You may end up with a bad rare +2 helmet, or a godly one.

You will have to pay them a small fee + bring a 3 or 4 socket resonator for them to use. For this service recommended 3 socket resonator is pristine, scorched and fractured. Recommended 4 socket resonator add a sanctified fossil.

Be wary of scams when doing this method - make sure service provider is trustworthy.

Credit to player Eaglecnt for this method.

Chest Armor: Belly of the Beast

Spoiler

Belly of the beast is the go-to chest piece. It gives us more life than a rare chest piece and some resistances. If you don't mind weapon swaps (I find them quite clunky and don't enjoy them at all) you can use a Kaom's heart, and weapon swap between flicker strike and molten strike. If you are doing weapon swaps, use two Oro's sacrifices.

Q: Can I use Loreweave?

It is not recommended due to providing less effective health against physical damage. The build spends most of it's time taking physical hits, lowering our effective health versus that type of damage is not ideal.

Budget option:

Craft your own 6link. This method will cost you 35-60 chaos and will result in a chest piece that has 80% of the power of a belly for a fraction of the cost.

Buy these things:

A white 6 link armor/evasion chest will run you 25-40 chaos. The essence will cost you roughly 2 chaos. Slam the white chest with the essence. If you get at least one good resist, stop. If you didn't get at least one resist, use an orb of scouring and slam the chest again with another essence till you get the desired result. Use the crafting bench to get another resist on it. I do this every league start and its never taken more than 5 essences to get a great starter 6 link.

NOTE: Only buy white armor/evasion chest plates for crafting. Reason for this is that they are super easy to chromatic the colors we need on them while still giving us evasion rating. If you craft a full evasion chest plate it will be hell rolling the desired colors.

Belt: Any rare

Look for one that has life, resists and a lot of "% increased elemental damage with attack skills". A Stygian vise belt with the same stats is the best belt base, but it will also be the most expensive.

Rings: Any Rare or The Taming

Spoiler

Life, elemental damage with attacks, fire damage, resists and crit chance are all great. Since we hit so many times a second, an elder ring with large amounts of life gained on hit is extraordinarily powerful, but I never felt these were needed.

Depending on your character level, you may need a small amount of intelligence on gear to use level 20 enfeeble. Rings are a great place to get this stat. At a certain level no intelligence on gear is needed.

The taming is a great offensive ring option as well, though fairly expensive. Only worth switching to if you are happy with your current defenses, as the taming does not have any flat life.

Basalt flask and a Life flask are necessary. The basalt flask stacks with our 5 endurance charges, providing us with a total of 35% physical damage reduction on top of the armor and pantheons which we are using. It is way too good not to use.

Three necessary flask mods:

CURSE BLEED and FREEZE immunity on flask use is necessary for our continued survival.

The bleed flask is to cleanse the corrupting blood debuff. The freeze flask is for the strongboxes which freeze on opening. If you are lucky enough to aquire the corruption implicit "Corrupted blood cannot be inflicted on you" on a jewel, you can drop the bleed immunity.

Curse immunity is a priority as it allows a lot of dangerous map mods that give permanent zone wide curses to be completely negated. Do NOT put curse immunity on your life flask - once you go to full hp you will lose curse immunity. Try to get it on your longest lasting utility flask (basalt, quicksilver, etc).

The rest of the flask slots are flexible: (These are up to you!)

Quicksilver to go fast.

Each of these will provide roughly a 1.1x damage multiplier on use. They all come with different defensive benefits, so tailor your setup to the content. In regard to defence, Atziri's promise is excellent vs chaos damage, Wise oak is excellent vs elemental damage (if you can balance resists) and Cinderswallow provides rapid health recovery. Critical strike veiled mod on cinderswallow is also an option for better elemental overload uptime.

Note that cinderswallow can only be used once before needing recharge compared to Atziri's and Wise oak which can both be used twice. Because of this Cinderswallow is not a good option against bosses or content which inhibits flask recharge.

Will provide a much higher 1.29x multiplier, but only on molten strike (projectiles raised from 7 to 9).

3) Rare Jewels:

3) Rare Jewels explanation:

Spoiler

Budget Jewels:

Jewels with % increased fire damage as well as % increased attack speed with swords rolls provide us with a ton of damage for little cost (1 chaos each)

These jewels can get expensive, but shouldn't cost you more than an exalt each.

Quality of life with abyss jewels:

Just a single abyss jewel with % chance to blind on hit will provide us with permanent blind for single target molten strike. These are well worth investing in as they provide a ton of boss mitigation.

Just a single abyss jewel with % chance to grant onslaught on kill, will keep the onslaught buff (20% movespeed, cast speed and attack speed) up permanently during maps. This one is not needed if you are using a Cinderswallow urn flask.

Abyss jewels with the stat "% increased critical strike chance if you haven't dealt a critical strike recently" will provide very high uptime of elemental overload. It is recommended to have at least a 8-10% critical strike chance with attacks for elemental overload, this abyss jewel helps to reach this threshold.

4) Unique Jewels:

4) Unique jewel endgame locations:

Spoiler

- Wildfire
1x

If you HAVE NOT completed Uber lab it goes here:

Spoiler

If you HAVE completed Uber lab it goes here:

Spoiler

- Fireborn
1x

It goes here:

- Might of the Meek
2x

If you're on a budget it is more than okay to use rare jewels here. Rare jewels with +7% life or abyss ones with 45+ life and some offensive stats will provide 75% of the power of might of the meek for a fraction of the cost.

They go here:

- Watcher's eye:

It goes anywhere. We have a choice between % increased fire damage while affected by anger aura, and % increased fire penetration while affected by anger aura.

1x

OR

1x

They both provide similar damage, but fire penetration scales a tiny bit better with gear and is slightly more expensive.

A watcher's eye with both these anger mods (% increased fire damage AND % fire penetration) can be used but is not recommended unless you are truly loving the build as the damage it gives (+8%) does not justify the cost (30-35ex).

Molten strike is very powerful in the mines if flickering is frustrating down there. Simply switch the fire penetration support with an ancestral call support and use molten strike to clear delves.

3) Helmet 4link:Enfeeble, Flammability, Blasphemy, Enhance.

"

CURSE CHOICE - PLEASE READ

If you do not have access to an Impresence amulet you will only be able to use one curse. Prioritize the use of enfeeble curse over flammability curse. Enfeeble provides significant damage mitigation and keeps us alive.

If you want more clear speed at the cost of single target flicker damage, you can change this gem to an ancestral call support.

Fire Penetration

Can be changed to an immolate support, immolate will give about 1.05x the total damage of fire penetration, but you will not be able to swap freely between immolate and ancestral call for delving due to the gem colors being different.

Thankfully, there is a way around this issue. In betrayal content, if Vorici is assigned to the research division the safehouse will grant an event with the potential to give white sockets to a weapon. If this method is used and one of the blue sockets on a 3R/3B Oro's turns white, it is possible to swap immolate and ancestral call freely.

-- GEM EXPLANATIONS --

Leap slam

Turn on "Always attack without moving" for leap slam, it makes it a lot better.

Enfeeble

The use of Enfeeble is absolutely critical to the endgame mapping success of the build.

What it does:

- Lowers enemy damage by 30%

- On top of lowering damage by 30%, enfeeble lowers enemy critical hit multiplier from 130% to 100%. So it basically makes us immune to critical hit extra damage IF the enemy doesn't have any curse resistance or is under the effect of any additional critical strike multipliers (critical hits will still apply status effects though).

- Increases our chance to evade attacks from 30% to 60%.

Just as an example of how good enfeeble is, lets say we take a 10,000 damage critical hit. Enfeeble will first remove the critical hit multiplier of the enemy (from 130% to 100%) resulting in a hit of 7692. Enfeeble will then reduce the damage by 30% more. Which results in a final hit of 5384. This is almost a 50% reduction in damage from critical, before fortify, armor or resists even come into the picture.

However, since bosses have very high curse resistance, these benefits do not apply to them. Enfeeble will take some of the edge off bosses but they will still hit hard.

Flammability

Increases our damage by approximately 30% more. Again, bosses are very resistance to this.

Since we passively generate endurance charges, having a high level cast when damage taken gives us a longer immortal call.

It's recommended to keep Blood Rage off of the activation setup from CWDT so that we don't take unnecessary health degen after spike damage during hard fights. To keep a high level CWDT from activating blood rage, just break the link between the blood rage and CWDT setup.

Ice golem

The build is hungry for both crit (elemental overload) and accuracy, which the golem gives.

Enhance

The use of enhance is primarily targeted at boosting enfeeble up even more. Since we have high evasion from gear, dropping enemy accuracy even more through enhance provides excellent returns.

Ancestral Protector

1.2x damage whenever it is up. It will not interfere with our ascendancy "Permanently intimidate enemies at full life" if it hits an enemy first, since the totem counts as part of us.

---- Level 68 to 100 ----

Endgame leveling trees:

All the following passive trees assume that a fire Impresence amulet is being used. If you do not have an impresence, do not take these passive points:

Once the scion completes the Uber lab and unlocks the "Path of the duelist" ascendancy perk, she can start from the duelist location on the passive tree. To get the full benefits of this perk a small amount of regret orbs are required.

(Ignore unholy might on jewel - it does nothing for us. The expensive watcher's eye NOT needed - Only 8% more damage over a one mod one.)

POB: https://pastebin.com/t3EN1Vnb

Budget gear videos:

Spoiler

To show the strength of the build without the GG gear, I bought a full set of trash gear worth less than 2ex: (Disclaimer - I'm using 21/20 gems in these budget videos, too lazy to buy a full set of new gems. They only add 12% more damage than 19/0 gems, so lower the damage accordingly. It is kinda cheating though.)

Swap out enfeeble (it doesn't do much against bosses) for a Purity of Ice. Most of the damage in this fight is cold damage, a purity of ice giving +4% max cold resist is a lifesaver. Keep blood rage inactive, the extra health degen it causes can kill you.

Other than that NEVER lose track of where the Shaper is. Elder icicles can hurt sometimes, but they won't send you into the shadow realm like Shaper balls and beams will.

Seriously just be aware of what Shaper is doing at all times and the fight gets much easier. You can usually safely ignore Elder.

Most important part of this fight is to always be moving when she "transitions" between phases. The only time you should be standing still is when you already know which attack she is going to do. If you are standing still and she starts casting flame blast right under your feet you are DEAD.

This is very relevant during all of her split phases, where she splits into four. When all four clones become active, you want to be moving until you see flame blast being cast, only then should you kill one of the clones.

During the split phases you can also throw down a totem in the middle and hope she is dumb enough to flame blast the totem and not you.

Correct way to handle Atziri Flame Blast:

Hall of Grandmasters:

Spoiler

Build is not a great HOGM farmer. Only recommend doing if you want the map completion or feel particularly masochistic.

Use "Balefire" weapon to kill the Immortal Grandmasters. You will know when you meet them because you won't be able to kill them otherwise. The Immortal Grandmasters are all using "Cast when damage Taken" gem links and a hyper tank build, they can only hurt you if you hit them with molten strike. Since scorching ray from Balefire doesn't actually hit, cast when damage taken isn't activated and the Immortal Grandmasters are turned harmless.

The necromancers and scorching ray Grandmasters are the most dangerous, play cautious around the necros and kill the scorching ray users ASAP before they can ramp their damage up. There's one guy using lightning arrow, he's really nasty too.

Chimera:

Spoiler

Only thing dangerous about this fight is getting poisoned from the snake boss. Either bring a poison immunity flask or kill the snake boss immediately - It always spawns in the bottom right gate.

Phoenix:

Spoiler

He puts a Debuff which lowers your fire resist, which gets stronger the more health he has lost. Save your flask charges until he's around 50% health, then burn him down quickly or he will kill you.

---------------------------------
Thank you for taking the time to read my guide. I sincerely hope you enjoy the build as much as I have! If you have any questions don't hesitate to hit me up in game.

the flicker build i was waiting for , the others was good to map , boss inneficient , swap gems , too much respec , started as shadow but they give me only blue , green gem like a was a witch , no reave , no multistrike no maim , how im i suppose to bye these gem to leveling a the begin of the league when i have no chaos and i dont want to create a marauder just for some gems, hard to leveling , i will just start now and show progressin

foolish mortal, only skilled players blessed by RNGesus himself can ever farm one, not you!

Why not run a Kaom's Heart for the extra life and just weapon swap to a second oro's for bosses? Wouldn't it make the build feel even tankier? Am I missing the reason to run a Belly? Resists shouldn't really be much of a problem

Why not run a Kaom's Heart for the extra life and just weapon swap to a second oro's for bosses? Wouldn't it make the build feel even tankier? Am I missing the reason to run a Belly? Resists shouldn't really be much of a problem

Great question, weapon swaps feel super clunky to me, if it doesn't bother you Kaom's heart is super good.

I recently invested about 15 ex (saved up from my first character, a headhunter farming BV) into this build. I'm now broke. My question, assuming I have the helm enchant/Impresence/6L oros/Belly/Belt/Boots, what should I be directing more ex into first?

I recently invested about 15 ex (saved up from my first character, a headhunter farming BV) into this build. I'm now broke. My question, assuming I have the helm enchant/Impresence/6L oros/Belly/Belt/Boots, what should I be directing more ex into first?

- Upgrade your belt to a Stygian vise, we want same stats as the leather belt linked in the guide.

- Expensive abyss jewels, these get better and better the higher level and the more % increased maximum hp passives nodes you have in the tree as they come with a big chunk of flat hp. Abyss jewels can also come with the mod "+30% increased critical strike chance if you haven't crit recently" which helps a lot if you feel like elemental overload isn't up enough.

- Rings with high % increased fire damage/elemental damage with attacks and life. Hard to find since we also need high resist on this slot to make up for all the uniques, as well as some int. 40% increased elemental damage is roughly +6% damage.

- Concerning quality, molten strike, flicker strike and enfeeble benefit the most from being 20% quality. A level 21/20 immolate is worth picking up too if you have the currency, as it gives by far the greatest benefit than any other 21/20 gem we can use. Over +2% damage, compared to less than 1% from any of the other 21/20 gems.

- Keep your eye out for good corruptions on fire Impresence, as well as on the cheap unique jewels we use. People misprice these all the time.

I recently invested about 15 ex (saved up from my first character, a headhunter farming BV) into this build. I'm now broke. My question, assuming I have the helm enchant/Impresence/6L oros/Belly/Belt/Boots, what should I be directing more ex into first?

- Upgrade your belt to a Stygian vise, we want same stats as the leather belt linked in the guide.

- Expensive abyss jewels, these get better and better the higher level and the more % increased maximum hp passives nodes you have in the tree as they come with a big chunk of flat hp. Abyss jewels can also come with the mod "+30% increased critical strike chance if you haven't crit recently" which helps a lot if you feel like elemental overload isn't up enough.

- Rings with high % increased fire damage/elemental damage with attacks and life. Hard to find since we also need high resist on this slot to make up for all the uniques, as well as some int. 40% increased elemental damage is roughly +6% damage.

- Concerning quality, molten strike, flicker strike and enfeeble benefit the most from being 20% quality. A level 21/20 immolate is worth picking up too if you have the currency, as it gives by far the greatest benefit than any other 21/20 gem we can use. Over +2% damage, compared to less than 1% from any of the other 21/20 gems.

- Keep your eye out for good corruptions on fire Impresence, as well as on the cheap unique jewels we use. People misprice these all the time.

Good luck!

What a thoughtful and detailed post. Thank you! I look forward to getting this build into end game :D

hi bro, im still playing your build,
but my damage is very low, 4k ficker and 18k morten strike and cannot clear tier 5. i think i missed target alot (Only 1000acc with jug lab point is enough??) and have problem with manaleech because of missing target
i spent all of my currency (2 ex - LOL) to buy some stuffs for this build. Please help me, check my profile (TakeScionEz)
Thank you so much!

hi bro, im still playing your build,
but my damage is very low, 4k ficker and 18k morten strike and cannot clear tier 5. i think i missed target alot (Only 1000acc with jug lab point is enough??) and have problem with manaleech because of missing target
i spent all of my currency (2 ex - LOL) to buy some stuffs for this build. Please help me, check my profile (TakeScionEz)
Thank you so much!

Hey BetterPC, I took a look at your profile and there are a few small things you can do to boost your damage by a large amount.

- Take the passive tree skill "Point Blank", which increases projectile damage by 50%. This one is really important, since almost all of molten strikes damage is projectile based. It's at the bottom right of the tree.

- A second "Wildfire" jewel will boost your molten strike damage by 40% (5 ---> 7 balls = 40% more) This may also be the reason why you are struggling with Mana.

- The two unique flasks "Atziri's promise" and "The wise oak" will increase your damage by around 25-30%, even if you buy the cheapest, worst rolled ones. They are 1 chaos and 5 chaos respectively. Make sure your fire resistance is the highest uncapped resistance so "the wise oak" gives you additional fire penetration. Replacing one of your life flasks with a silver flask will boost your damage by 10% as well.

- Flicker damage will scale up with some of the passive skill points that you're missing, jewel sockets, gear and gem levels/quality.

About your other concerns,

If you are having trouble with mana sustain, pick up a +2 mana gained on hit jewel like so:

In addition, 1000 accuracy provides us with a 93% hit chance, which should be enough. It's actually impossible to go over 95% accuracy without using the passive skill "Resolute Technique" or other uniques, so we are very close to accuracy cap.